//-------------------------------------------------
inline const Vect2u& CRenderManager::GetScreenSize() const
{
	return m_ScreenSize;
}

//-------------------------------------------------
inline ID3D11Device* CRenderManager::GetDevice() const
{
	return m_pDevice;
}

//-------------------------------------------------
inline ID3D11DeviceContext* CRenderManager::GetDeviceContext() const
{
	return m_pDeviceContext;
}

//-------------------------------------------------
inline CEffectManager* CRenderManager::GetEffectManager() const
{
	return m_pEffectManager;
}

//-------------------------------------------------
inline void CRenderManager::EnableZBuffer()
{
	m_pDeviceContext->OMSetDepthStencilState(m_pDepthEnableState, 1);
}

//-------------------------------------------------
inline void CRenderManager::DisableZBuffer()
{
	m_pDeviceContext->OMSetDepthStencilState(m_pDepthDisbaleState, 1);
}

//-------------------------------------------------
inline void CRenderManager::EnableAlphaBlending()
{
	float blendFactor[4];

	// Setup the blend factor.
	blendFactor[0] = 0.0f;
	blendFactor[1] = 0.0f;
	blendFactor[2] = 0.0f;
	blendFactor[3] = 0.0f;

	m_pDeviceContext->OMSetBlendState(m_pAlphaBlendingEnableState, blendFactor, 0xffffffff);
}

//-------------------------------------------------
inline void CRenderManager::DisableAlphaBlending()
{
	float blendFactor[4];

	// Setup the blend factor.
	blendFactor[0] = 0.0f;
	blendFactor[1] = 0.0f;
	blendFactor[2] = 0.0f;
	blendFactor[3] = 0.0f;

	m_pDeviceContext->OMSetBlendState(m_pAlphaBlendingDisableState, blendFactor, 0xffffffff);
}